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* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
| | | | | Lots of hard coding, buggy in places, far from great, but the basics work.
* Add GL_DEBUG_OUTPUT with boost test error handling to test-render contextDan Goodliffe2022-12-03
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* Check error state during setup, set OpenGL version to 3.3 coreDan Goodliffe2022-12-03
| | | | Updates all shaders to 330 core too.
* Split SceneProvider outDan Goodliffe2022-11-27
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* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
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* Change pointlight render area definition to a cubeDan Goodliffe2022-11-27
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* Add light stage to renderable objectsDan Goodliffe2022-11-23
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* Add rendering support for point lightsDan Goodliffe2022-11-23
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* Support setting a viewPort uniform for those shaders which need itDan Goodliffe2022-11-23
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* Rename setView to setViewProjection to avoid ambiguityDan Goodliffe2022-11-23
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* Add geometry shader support to build systemDan Goodliffe2022-11-23
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* Don't render zero directional lightDan Goodliffe2022-11-23
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* Separate out the illumation of the sceneDan Goodliffe2022-11-23
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* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
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* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
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* Rename rdiv to ratio and add a vec2 overrideDan Goodliffe2022-11-18
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* Simplified texture saveDan Goodliffe2022-11-18
| | | | Read directly from texture into file buffer, no temporary framebuffer
* Move OpenGL context behaviour tests into their own appDan Goodliffe2022-11-17
| | | | For our own sanity :)
* Shaders can be deleted once attached to a programDan Goodliffe2022-11-15
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* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
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* Add a basic if clunky render testDan Goodliffe2022-11-14
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* Refactor shading output componentsDan Goodliffe2022-11-14
| | | | SceneShader and Camera are part of SceneRenderer
* Pass the output framebuffer id to scene rendererDan Goodliffe2022-11-14
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* Pass flags to Window constructorDan Goodliffe2022-11-14
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* Remove useless GeoData default constructorDan Goodliffe2022-11-14
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* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
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* Fix type of SceneShaderDan Goodliffe2022-11-14
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* Extract SDL_Application helper into libiltDan Goodliffe2022-11-14
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* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
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* Tidied Scene RendererDan Goodliffe2022-11-01
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* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Somewhat dirty but functional helper to save a textureDan Goodliffe2022-11-01
| | | | Useful for debugging and not much else.
* Save window size as a member variableDan Goodliffe2022-10-31
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* Setting texture unit when binding UI componentsDan Goodliffe2022-10-30
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* Add frame and render buffers to glArraysDan Goodliffe2022-10-30
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* Set v330 core on world shadersDan Goodliffe2022-10-30
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* Enable OpenGL 4.5 core profileDan Goodliffe2022-10-30
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* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* EditNetworkOf constructor may have single param, should be explicitDan Goodliffe2022-10-28
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* Implement extending a network to join link endsDan Goodliffe2022-10-28
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* Implement extending a network into open spaceDan Goodliffe2022-10-28
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* Move findDir into member function findNodeDirectionDan Goodliffe2022-10-28
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* Add AnyPtr for accepting pointers of any kind into a functionDan Goodliffe2022-10-28
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* Tidy and de-dupe enumDetailsDan Goodliffe2022-10-24
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* Add explicit constructor to Mode to initialise targetDan Goodliffe2022-10-22
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* Rename shadowing variableDan Goodliffe2022-10-22
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* Tidy network node insertion/searchingDan Goodliffe2022-10-22
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* Move -Wold-style-cast to gcc only list, clang triggers in some SDL headersDan Goodliffe2022-10-22
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* Add magic support to printing/parsing/validating enumerationsDan Goodliffe2022-10-22
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